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Re: Hunter x Hunter RPG: Sign-up & Discussion

Added some things to Amparo's appearance and personality. For hunts I'm open to any, but the Roc flight sounds the most interesting (for me and my character) as he could learn about the local's mythology and language.

Name: AmparoAge: 21Gender: MaleHeight: 182 cmWeight: 77 kgHair Color: Dark BrownEye Color: BrownAppearance: 3 rings are always carried around his own neck, somewhat disheveled, baggy carpenter jeans and hoody, often squinting or wearing sunglasses because eyes are very sensitive to light; kali sticks kept in his sleeves; slender yet muscular build (only did body weight exercises/no weight lifting), decent muscle definition;hair just long enough so the wind can blow it but never obstructs his vision; arms and legs fairly hairy, but chest has very little; very tough, calloused hands (working with sticks, martial arts, part-time jobs); obvious farmer's tan from being outside in the sun (why he wears large baggy clothes - embarrassed by it)Personality: mover, hates to be in one place too long, works at local carnivals (ring toss) in between hunts, graduated high school mainly for his parents (they never did) but refused college to take the Hunter's Exam; loves and respects his parents desire to give him a better life so he does all he can to be happy (his parents' greatest wish) and repay his parents for everything they did for him (feels a great debt towards them giving up their dreams for him)Background/History: family immigrated to a foreign country at a fairly young age; considered smart but always bored with school, always good at sports, quickly adjusted to language differences (mother and father taught him their dialects, learned birth country’s language and new country’s language fairly easily); father taught him his island’s local martial art (Pencak Silat); loves reading mythology and wishes to hear mythological stories in their native tongueType of Hunter: Language Hunter/Myth HunterLicensed Hunter: YesIf yes, how many years have they had their license?: 3Primary Nen Type: EmissionSecondary Nen Type: ManipulationStrongest Advanced Nen Technique: ShuWeakest Advanced Nen Technique: En, In (both basically non-existant)Weapons: 3 sharpened titanium rings, kali sticksOther Equipment and Personal Belongings: cell phone, wallet (pics of family), hunter licenseNen:
Rings of Saturn (emission, manipulation, transformation/reinforcement)

1 - use 3 solid razor sharp rings in order to manipulate and deal damage; if all 3 rings can be placed around someone's neck that person is now under the user's control for 1 hour (this can only be done after telling the opponent of the ability)

2 - emit rings of nen to use against the enemy; silver rings are razor sharp; gold rings shoot a nen energy cannon, rings can be used as blunt force, more rings means more powerful cannon; crimson rings are used to increase rate of healing (around self or others)

The second ability can only be used if all three rings are around the user's neck.

Commentary on Nen Ability:
3 is used for the first ability and there are 3 colors of rings because the ring toss is the the job he worked before becoming a hunter to help his family ($1 for 3 rings). Final restriction is so that the 2 abilities cannot overlap (which I think would make the character a bit broken). Everything works in threes for this ability. As of now, Amparo can only use up to 3 rings at once (forgot to mention red rings cannot inflict damage, only heal). Hoping there is some type of training scenario that allows the characters to improve their abilities. When creating the character, I imagined at his peak he could be operating 18 rings at one time.

Re: Hunter x Hunter RPG: Sign-up & Discussion

The main ability is the second part, three different rings of pure nen, each with their own function. The first ability is fairly weak and has much harder restrictions because the user is not manipulation. Also, because so much nen would have to be detached from the body (the 3 real rings and the nen rings), and because their is an element of transformation (sharpness) along with the pure emission nen cannon, I don't think this could work as manipulation. That leaves emission as the best choice.

Re: Hunter x Hunter RPG: Sign-up & Discussion

thatguy3331
[SPOILER]Denis Galbuster: Again, most everything is fine. I also really like the backstory. As with Hunter2323 though, could you expand upon his appearance a little?

Hatsu
Name: Bubble
Type(s): Emmision, Manipulation, a little bit of transmuter
Details: He can create on of 3 types of ‘bubbles’ of aura.
1st : ‘shift bubble’ : Using both emission and manipulation types He creates a blue bubble that intraps a object and move it around the air. It can only levitate and carry inanimate objects; humans, animals and etc. are not affected. Restrictions have been placed to help enhance the use of the ability when called. Can nen and objcts made of nen be carried?
2nd : ‘Burst bubble’: creates a red bubble that deploys his nen energy one it is touched. Since this mostly uses emission he can create more than one, but no more than 10 due to the transmuter use of acting like a bubble. He can also control how powerful the blasts the bubble gives off are. So the bubbles explode, right? And if you increase their power then you can't make as many? If you create ten at a time then how strong is each one individually?
3rd : ‘Cushion bubble’: creates a bubble to save himself from any long falls or dangerous objects, once used however it instantly deflates thus ending the use.

[B]Burst Bubble in particular would use more Transmutation nen since it involves create a bubble-like substance and inbuing it with explosive properties. But an Emission user having this still makes sense since it means you can deploy them at longer ranges and Manipulate them better, though the explosions will be weaker.[/

For the frist ability, I think nen made objects would be overkill, but if its only infused it shiuld be fine but a little less effective or unstable. If say a materialized weapon or nen blast came at him, it wouldn't work and he'd have to dodge, but if a swordsman came and infused nen in his sword, the bubble can slow a strike down long enough to move the sword in a dffrent direction, or mabye he can attack the swordsman to server the link and gain control but otherwise it may just be overkill.

For burst bubble, I was thinking more of a orb of nen, but having it transmuted into a bubble. I wanted the blasts to be from nen because I figured a mid high level one could at least make a hole through a stone wall. As far as power levels I'd like to think of a 1 to 10 scale, anything below five wouldn't be fatal and would just fell like a massive outward force capabile of pushing you away, he can produce 10 at one time between thes scales but for six and up its less. A level six blast can make a tiny hole or crater, depending on denis's condition he can make 9 or 8. A level 7 can mke a larger crater and will hurt like hell when hit, 5 can casualy be made, but on a good day it can be 7. 8 makes a garanteed hole in a stone wall and begins to affect steel with small dents and bones can be broken without nen support otherwise it falls under a level seven. 4 to 3 can be made at once. A level nine can make larger dents in a steel wall and will be more painful for even a nen gaurd, small injuries appear, 3 to 2 can be made and it becomes strenuous on denis. A level ten is the strongest that can blast through steel and injure a person even in nen gaurd, however its the most strenous on denis, takes a while longer to prepare and leaves him off with little nen and has to recharge after a breather.

Also are you doing a hunter exam because if not dennis can be a character who just got his lisence.

Please let me know if there is anything else, I will draw a picture of denis later since I have some competence as a artist.

Re: Hunter x Hunter RPG: Sign-up & Discussion

Thank you for the reply Tame. I was expecting your answer in order to make a more thoughtful post about Chris' nen-ability. Here is the answer. Also, note that I'm trying mostly to justify the choices I made, so if you are already planning on making me on picking a new one, ignore the spoiler below. =P
On another note, don't feel like you were harsh in the least, since not only you weren't, but this response is needed in order for any change to be made. Too bad you didn't make any comment on the other abilities, but I'll try my best in this post to argue about them.

- For my age choice, I choose it because I know how hard it is to train with nen categories beyond those close to your main hatsu. It's not impossible to attain levels on them (as I think you believe it to be), but it's time consuming. To see that it's possible to someone to use manipulation and materialization even though he is reinforcement, see Kastro's Double ability (can't really find what chapter it is that Wing explains he is using a complex multi-type hatsu in order for it to work, though <_<). Just think about how the train went for Gon in Greed Island and add manipulation and materialization to it, and you will grasp my idea.
- I think the former point explains the reason I don't specify Chris's secondary nen category, but if this should be pointed out, is it possible for him to not have one prevalent over the other? In other words, his other categories have the default value of acquisition for a reinforcement type, which are 80% for emission and tranformation and 60% for materialization and manipulation, as shown here, in the panel where Kurapika's master shows his acquisition %. Just change the cart to be reinforcement 100% (a thing that may explain why reinforcement types don't have specialization). If it is not, his secondary could be transformation (seens more in tune with the power, over emission that is).
- As for the other equipment stuff, I just pointed out 2 things of note that Chris had, I wasn't aware it was a list of things he would be traveling around with. =P

Seens like I overdid myself with this one, uahuahauahuahua! xD
I see that some of the powers are broken material (mainly the phoenix and the phylactery), but also people is underestimating the restrictions. I'll start my argument showing why this is not poorly restricted (for the majority of the powers, that is), then proceed to explain my reasons behind each power (and the hatsus involved) so you could judge better if they are or not over the max porcentages of acquisition of the nen categories (and what are the best modifications to make it work in your game, Tame), but there is a parenthesis to be made here before I start: Tame argued that there was no relationship between the different cards thematics; well, the theme here cleary is high-fantasy, whose other synonymous are fantastic monsters, mighty heroes (and his magic itens) and mystical powers. I believe this to be more than enough to justify my choices so far, particularly when I tie them to a special cardgame into Chris past, with the same thematics (if you couldn't figure what card game this one is, it's Magic: The Gathering; creative on my part right? =P).
So, to start, here are my thoughts over the restrictions:

Well, in light of those capabilites, what are the restrictions he gave in order to develop his nen? Two, actually: randomness, and the one over Silent Waltz (that I believe apply to all of them) that says he need to use the weapon once before dismissing it (he states it here). As far as the manga goes, very few guys have developed abilities to bring destruction over area (in a fellswop only in Kaito's case, but still). And it's possible to be more than 4 weapons in his list (5, if this staff one is not the ress-related weapon). So, what does it bring to the discussion over The Gathering? Simply, the fact that randomness is a reasonable enough restriction in itself to limit someones power, while providing an decent firepower as a result. I'm not bringing down from here on the ress thing, because the manga has not made it clear what exactly it does (not even if it's really a ress, and the fact that it seens he can call it out when he is in close-to-death situation breaks the random rule, even if he can only bring it here, for this power is only useful in this situation), but alone adding a random effect to your power adds room for some degree of exploitation. In itself this is not to be abused, but it proves one part of my point that the random restriction on The Gathering brings space for it to work. As for why this is a powerful restriction, there are some reasons, but I believe that turning the power consistently unrealiable is a major point in what comes next on my argument (there are others, but this will turn into an beyond-way-more-than-it-already-is epic post if I bring others to the table, so bringing it to here is the best course of action, but it's your call).
An the next thing is the second most important restriction of The Gathering: one time use. It resembles in a way Zitoh's ability, but a bit less restrictive. So, not only I don't choose what to get, but if I get the wrong option, there's no way back (it's like trying to fight someone's hatsu with only basic/advanced nen techniques in this case). This is really nasty, particularly when the powers backfire (like getting his own nen sealed with the Sphere of Annihilation, to which not even Chris is immune; or Nimb's dice failure), so saying this part in itself is a weak restriction doesn't really seens right, even more so when combined with the random effect. Are the restriction over yet? No, and the third is probably the underrated one: time frames for the technique (only usable in battles, as if all dangerous situations are battle-ones...) and for each card. Some are a little less heavy (Mordekainen's and Urza's sets), while others are a bit harsh (the one usage instant effect from the magic types, which stacks with the ability one-usage-only restriction; yes, I like redundancy xD). This restriction is certainly not that much it seens... until you consider the entire thing so far. Still, this is problably the most in need of rework (aside from the phoenix and phylactery), particularly to reduce the time frame on the critters (yeah, 1 hour is to much =P) and to give one to the Sphere, but it's also not to ignore or take as unsufficient (and it really turns things hard on Chris, for when all is mixed, he still has to take the time in consideration). And it was not even the last restriction, for each card option also may bring one of it's on (some, like the Urza's set, are not that much to need more than the restrictions under which it already works, particularly because of the nen affinity). But those particulars are better discussed on my analisys of each one card (jump to down there shortly after this paragraph if you want to see it all now), but combining everything together actually brings to Chris quite the difficult power to control (consistently with the manga so far, as it's mentionend by Wing or Biske somewhere that using multiple hatsu types to make a technique is very time consuming and turns the ability difficult to use), waaaaaaaayyyyy more than Kaito for example, and I can only mass murder if the Elemental Evocation is strong enough (which I can't determine exactly, as it depends on interpretation of how the damage works in a nen battle, and is also subject to the GM's decision in an RPG enviroment =P).

To picture it all out, let me ilustrate it with a example battle (skip it if bored or overwhelmed by this argument already =P):

Suppose this guys shows as an opponent (the multi-attacker). Now, in a situation where he has means of moving around, and we have the same aura level and physical capabilities (speed and the like), what a enhancer like Chris could do? I'll make two scenarios here, first is whitout The Gathering (using just reinforcement to spank him), second is with (but excluding phoenix and the phylactery, for I admit they are too over the top x]):

Chris don't have the speed advantage, and trying to win the ranged war is meaningless. The chapter states that the attacks are weak, but still to someone in his level the damage is not to be discarded even for an enhancer. So, it will either turn out to be Chris trying to out-survive him (by doing his best to avoid and suck-it-up the damage), or the guy making a mistake in his movement pattern and letting Chris close on to the finish (or not, if he know how to guard decently; Chris is not a Kou specialist). This turns to be the classical save-or-suck situation for melee-based fighters, where you either overpower him or fall to a hit-and-run tactic easily.

Now, at the start of the battle, I materialize the deck and take one card. Multiple things can happen, and some choices will not help at all to the fight (Mishra's Bastion of Broken Souls fits here well, as the conditions are hard to pull during a fight, particulary against emission), while others will be ok to have (Urza's set, Mordekainen's sword, Acererak's Sphere of Annihilation, and the entire monster's category, as are Elemental Evocation and Alluring, for their only once usage), or give me an advantage (Mishra's Staff of the Arquimagi would garantee my survivability, and the Black Sword of Disaster is basically made for this situation). Can I predict what will come? No. Can I count totally on it? Hell no. And some of my own powers may backfire as well (Nimb's dice failure, missing the Sphere, the chimera cutting out my reinforcement hatsu). So, without effectively putting my hands on the Black Sword, I better try to run if cannot overpower a emission user.

Things would get really nasty if the opponent putted a manipulation condition in his emission attacks (like reducing my mobility in an 10th of the damage I receive), so contrary to what seens to be people's belief, this power lose to a basic emission more often than it put's me in advantage. Manipulation/Materialization user's are also in the upperhand against it, depending on his choices for technique and the card in my hand (can't overcome or outmaneveur? Runz!). Only against pure reinforcement (if the difference is not too high, though) and some transformation techniques (i.e. without an element of surprise attached to it, like electricity or adesive properties) I would "always" have an advantage, but those are exactly the poorest types of hatsu for someone to develop, so I don't think they are a good source of comparison. Hopefully this all should make you guys see that there's more hype than effectiveness in this ability (I know it's a cool one). =D

As a last note regarding the restrictions, people think that in order to acquire a ability of this "level" (which aside from the "ressess", is not that broken), you need to put your life to risk as well (as if the other restrictions weren't enough to balance things out), but as you can see there's no need to put even a decent restriction to totally break the game, just look at Morau's and Hisoka's abilities (too many examples to link out, just seek or remember how things where during the chimera ant's arc and just recently in Hisoka's case). While you can argue that most of it comes from their experience (which is right, of course), the way that their abilites work do not, as the determination of how your ability functions out is determined during the initial stages of the hatsu training (as shown during the Greed Island arc). If even that doesn't convice you in the least, please make a counter argument, and I promise I'll not answer it with an endless wall of text. =P

I will spoiler each one, specifying the types involved, and than discuss his description and restrictions, as well as any modification I believe should be made (even though I stated before the power is not over-anti-over, it needs some changes). Bringing the deck to life is a combination of materialization and manipulation (see the power description, initial part, for what are the basic conditions and restrictions of the deck).Mordekainen, the Knight(Transformation/Manipulation)

For those who don't know, this is Mordekainen. And no, he is not a Knight, but his two option's are inspired on spells from the game D&D. I also forgot to say that the swords are actually aura shaped ones, only that the Black Sword of Disaster is pitch-black in color (figure why? =P). The idea of this ability is to give Chris a way to control his exposure to dangerous nen whitout putting himself to risk, by paying the cost of the technique the other guy used (a situation equivalent to receive the attack head on and mitigate it with nen, but removing the risk of exposure to nasty effects). In other words, on top of all restrictions, this one here consumes even more nen as the fight drags on, and if the attacks or effects are too poweful (making it better to avoid if possible) or to inefficient (they cost to much and generate an effect not all that dangerous), odds are Chris will just exhaust himself before he could do something (note that he doesn't control what will be dissipated/destroyed, it just needs to qualify and make contact, a point that could be used against him). Also, those swords have odd target restrictions, that also play a role in their usefulness/restrictiveness (one is harmless to the living, and the other cannot bypass even the thinnest amount of unliving material, like a piece of cloth). Also, unlike the Sphere, they do not seal away nen, they just make it "secure to touch it", but it's my fault to have worded that poorly on the original text (I wasn't meaning to use Mordekainen's Sword to seal someones nen totally by just hitting it, but to dissipate pontential buffers on an enemy or detterents on Chris; the Black Sword is better cleared now I believe). I will re-write the text and see if could make myself clear with it. But, if even now it sounds like this power doesn't pay itself out, let me remind you the other two sealers we see in the manga (Knuckle and Shoot) have way more effective ways of shutting someone's power down, and with really low restrictions (Knuckle with a hit and a time frame, Shoot with pure damage; and it even capture the target in the end). So compared to those two, I don't think this one is overpowered really.

Acererak is an almighty lich again from the D&D world. His two powers come from classical items of the setting. The idea behind this power is to give Chris tools to overcome dangerous situations (an death blow mainly), which stacks with the idea of "live-forever" a lich passes down. As I have admitted before, this may had been to much with the phylactery, but it's easily to rework it (just make it teleport Chris out of harms way when an attack could kill him, destroying it in the process; and just to make things clear, this item includes manipulation on it, so Chris cannot be controlled by another while wearing it. It's important to remember this). As for the Sphere, shutting down someone's aura is not that condition-heavy (see my final comment on Mordekainen's set), but if balance is an issue I may as well restrict it with two shorter time frames: nen will be sealed by the duration of the fight (not pointless when you realize this technique is not designed to only seal someone elses nen, but a potentially deadly attack) and the sphere remain only for 1 minute (which forces a better usage). Also, let me remind you Chris is not immune to it's effects, which is a backfire on it's own. I think this pretty much patches things up there (if there's trouble with the Sphere after my arguments), but if you think it's still not enough, point it out. ^^

First things first: who is Erza, Tame? xD
Actually, Urza is an iconical character from Magic: The Gathering. I'm not sure about the materialization part here, mainly on the armor (it's not supposed to be an interactive item, which means it couldn't be stealed or removed). The idea behind this one is to support Chris with two key battle-features: Ken and mobility. I don't think there is any problem at all with this one, and it's self-explanatory, so let's move out.

Mishra is Urza's brother, and though I don't really know the details about him, I knew he was a mage of sorts... <_<
Also, his two equipments came from D&D (again): The Bastion is actually a place where lost souls rest, and the Staff is an iconic item. The idea behind this power is to provide Chris with decisive abilities to win a fight, sort of the thing you don't see other enhancers doing much (they usually focus on just doing damage, but damage itself doesn't grant a win). This set is sort of pointless to use against someone trully weak, and the seemingly broken one, the Bastion, is extremely difficult to pull (gotta now the targets name and nen type, along with hitting him; knowing someones nen type for sure alone is critically difficult, just look at my power >_>), and other people's manipulation techniques shown so far in the manga requires basically very simple conditions to work: Binooruto just need a piece of hair from someone to know everything about him; Shalnark's and the ant he was fighting just need to fix an certain item on the target to win a fight by taking total control of the enemy. The last case has another limitations (mainly, number of items and the fact that if they lose them there's no guarantee they can make another), but still restrictions here are very simple in order to achieve something as winning a battle without effort. Of course, this nen being the most distant one for Chris (alongside materialization) may make you don't agree with it being possible to pull, but the already set up rules and his training make up for that as I see it; if even so if this is not enough, it's a matter of changing the effect more than not being able to use the technique (something like inducing fear or despair for example; just keeping with the thematic). The Staff is simpler, pays for itself, but if even it is ruled out the way it is, it's again just a matter of changing the advantage here (granting teleportation on line of sight seens ok; mobility in a fight is a must). Anything else here? x]

Do I need to introduce the phoenix? xD
Okay, broken one ahead. The idea was to have a partner able to increase survivability (redundancy? me? xD), while removing an hatsu type (like all the other creature-type cards; don't know how Chris could use transformation in a battle, though, so maybe it's not that much a restriction in this case); and this one is again easily reworked: Chris could just change places with it at will (hilarious when combined with a charge-attack =P). If this doesn't solve the problem (changing places is broken in any way? Goreinu didn't had any restriction to change someone else's with his black goreinu) being able to really make it an nen-creature which Chris could mount is enough. Lower than that is impractical, seriously. :/

The classical chimera from D&D, not the ants. =P
The idea here is to use the restrictions inherently, plus the hatsu-lock, to create a bulky creature that could help me beat someone with a better defense than my enhancement could damage. Not controlling it is just to make sure that this could be achieved (Chris can only determine the thing not to be hitted; this one here is debatable but I don't see much reason for it myself). Also, cutting off my reinforcement hatsu is already quite a stiff restriction, and while this one may not seen as enough to bring a "powerful chimera" to live, it being a flying fortress of rampage which spits flame is already an awesome enough for ability (the "being more damaging" part could be reworked as "just as powerful"; Chris just needs to work more for it to be effective). Any other thoughts?

The Noble Couatl(and yes, I spelled it wrong before <_<)(Emission/Transformation)

Well, for those who don't know, this is a Couatl as D&D says so. While the original creature is a powerful mage in it's own, this one here is made as a kind of surveillance to help Chris overcome ellusive foes (or just a hiding/running bastard). I have confirmed it to be beyond the range of the basic hatsu categories in the hatsu thread, so the change goes as this: instead of reading minds and getting a grasp of the targets nen powers, it'll only make an analysis of the enemy by reading his aura (quite like a pro does so himself). The difference here is that Chris gets a second opinion, making it difficult to fool him (or not; the creature's intelligence is attached to the power behind it, so depending on how someone reads it, it could be very intelligent or not; I'm with the former, so you know). It's also an difficult to reach radar of sorts, but it negates Chris ability to attack from a range (again, a stiff restriction). As it is right now, this one is ok, but if you still disagree, point it out.

This power comes from two goddesses of the Forgotten Realms campaign setting from D&D (Selûne, goddess of the moon, and Shar, goddess of darkness). This one works behind the same idea from the Mishra's set (namely: providing Chris with an key to win). The restrictions over the healing part are quite ok so far (it's part of the reinforcements range of abilites anyway), but if this is not enough, damage aquired from the current battle already make it more restricted (also be reminded that there's another random effect under the basic random effect working here; again redundancy). Well, Shar's side of the effect may be a little more difficult to achieve as it was (no way of resisting, even though you could sense by using en for example), but I believe this change could set things right: it'll instead generates an area of total darkness where only Chris can see (someone could still use en or an nen power to bypass it, but nothing is perfect). This way I believe things turn ok here as well.

This magic power is the classical D&D (and problably any other fantasy setting) way of mages showing off (and raining arcane destruction, of course =P). The randomness here guarantee that Chris don't control the area of effect (which is important, as some may not actually make things easy to hit), and is the only truly "reliable" way off hitting things from afar. Too bad, one use only. For what has been shown so far, is there really a problem with this one? I don't see one myself.

Nimb is the god of Chaos and Luck from the fantasy RPG setting Tormenta (there's no source besides this one in portuguese, sorry if this bothers anyone ._.'), who also had an artifact called the wild dice (which inspires the manisfetation of the ability ^^). This ability is closed tied with the others (is it bronken in itself? o.õ?), and is quite the double-edge sword. There's no way to subvert the dice roll, threating situations make call for other less unreliable choices (except if this a really lose-lose situation for Chris; this case asks really for a lucky dice to make a miracle), and it even sets down the duration of the other cards choosen (though not from effects generated by them, as I may not have been clear about before). Also, double random and with a greater chance of backlash (low number? bye bye The Gathering for 24 hours :/) than success. Overpowered? Where?

Re: Hunter x Hunter RPG: Sign-up & Discussion

Appearance: He has 2 outfits: A black coat, gloves, and knee-length boots with silver trimming and high concave indentations in the top, that he wears more occasionally, and his other one has large black and yellow shoes, a black overjacket as well as a black and red jumpsuit and a pair of black gloves, that he wears more commonly. Light skin and spiky hair.

Personality: He is very talkative and likes making friends, but is quick to notice if someone's trying to trick him thinking he's naive. He can get angry easily around stubborn people, even if he is stubborn himself.

Background/History: Sora lived in a small island for up to 10 years old, and he really liked playing on the water. The island was very boring and had no dangers of any sort, so, besides exploring and fighting/escaping the wild animals (which were not that dangerous), he wanted to have more adventure. The only thing special that ever happened was when, one day, when he decided to go deep down into the water in the beach, he found a blue, circular orb, and touched it. Upon touching it, he felt like it exploded and, somehow, "entered" into him, then he passed out. He dismissed that as a dream, but, years later, he figured that was what gave him his special ability he learned later (details in Hatsu). Determined to find adventure, he left a letter home explaining his reasons to his parents, packed up and ran away.
In about 2 weeks, he got himself into a dense forest in a mountain region. It was very dangerous there, far more than in his island, and he knew it. After walking around with no goal in it, suddenly a huge wild animal, unknown to him, attacked him. He tried running away but it was too fast, and it clearly couldn't be hurt by him. After all seemed lost, someone appeared and saved him: a small mouse wearing a black coat, which knocked out the animal in a single blow, so fast that his eyes could barely keep up. The mouse, which introduced himself as Mickey, asked Sora what could he be doing there. After explaining his reason, Mickey disapproved and tried convincing him to go home. Seeing it was pointless, he made a proposal: if he wants adventure so badly, then he needs training. He offered to train Sora. Sora spent 2 years training with Mickey, growing a lot stronger as a result: none of the wild animals of the forest were a match for him now. Mickey told Sora about the Hunter Exam, and that Hunters can have a lot of fun jobs. Sora went out, participated in the Hunter Exam, and managed to pass. He came back home to see his parents and tell them about everything, and someone familiar was waiting there too: Mickey. After Sora's reunion with his parents, Mickey told Sora about Nen, and offered to teach him. Sora spent 2 more years training Nen with Mickey, and he was taught all basic and advanced techniques, and was helped to develop his own hatsu. By the first 6 months, when Sora mastered the basic techniques, Mickey had told him about the secret Exam, and how he was an official Examiner. After those 2 years, Mickey told Sora he had important things to take care of, and they both parted ways. Sora spent a year doing all sorts of Hunter jobs looking for something interesting (and getting himself money), but nothing interesting stood out to him so far.

Type of Hunter: (if any in particular) Nothing in particular so far Licensed Hunter: (Yes/NO) Yes
If yes, how many years have they had their license?: 3Primary Nen Type: Reinforcement/Specialization(see Hatsu)Secondary Nen Type: Transformation
Strongest Advanced Nen Technique: (Shu, Gyo, In, En, Ryu, Ken or Ko) Shu
Weakest Advanced Nen Technique: En
Weapons: Regular throwing knives and shuriken, kept concealed. May or may not carry sword (see Hatsu)
Other Equipment and Personal Belongings: He wears a crown necklace that his master gave him. It is highly valued by him, but has no special properties.

Hatsu
Name: Blue Drop
Type(s): Reinforcement (native), Transformation, Specialization (allows him to use Materialization and Emission with 100% accuracy and potency, details below)
Details: Sora, for unknown reasons (though it's probable it was because of the orb he touched), has been able to develop 2 different colors of aura: his regular one, and a deep blue one. He can activate his blue one at will, and it activates his Specialization aura, but it greatly tires him after he cancels it, and he can't re-activate it until at least 3 hours have passed. Actually, he can activate it before the 3 hours, but he has the conviction that he shouldn't do that, because he feels it's stronger when he's fully recovered.

With his blue aura activated, he can summon or dismiss at will his Blue Wave, a sword-like weapon that has a blade that is similar to water in appearance, and is cold due to his Transformation.

Blue Blast: He can shoot those from his Blue Wave, the Blue Blasts are nothing more than cold (due to his transformation) ball-shaped aura bullets. They're not cold enough to freeze, but they're certainly cold enough toslow down and disturb the opponent if he takes too many, so it's not too safe to tank them. Due to them being not that strong, he can shoot a lot of them in rapid succession, and the balls themselves are quite fast.

Blue Board: By transforming his aura in ice, he can create an ice board for him to surf on, and, since he can manipulate the temperature of the ice, he uses ice hot enough to turn into water so he can push himself forward with the strenght of the water. The ice board is about as big as 1/5 of his En reach (as of now, his En is 6 meters big, so the ice board is 1.2 meters). Other people can surf on the board, but it makes the ability to take more aura to mantain, unless the other people focus aura on their feet too. Pouring aura into their feet doesn't increase the speed, though.

Absolute Zero: His favorite (and most powerful) skill. He focuses all his aura into his Blue Wave, thus greatly increasing it's strenght. It also has cold properties due to Blue Wave's nature, but that will be the least of the worries considering it's strenght. He likes yelling it's name when the attack connects.

Commentary: When Blue Wave is materialized, the sheath is also materialized. The sheath is what keeps the weapon cold when Sora is not in Blue Drop, and it gradually increases it's temperature until it's room temperature when he's outside of Blue Drop and it's out of the sheath. Sora likes hiding Blue Wave with In, but that only serves as an preemptive strike if anything, since he obviously can't use In while fighting with the sword. He is fairly skilled at melee even without Blue Wave, because he's Reinforcement, but his real skill is in the sword-fighting. He can't summon or dismiss Blue Wave when he's not in Blue Drop, and Blue Wave disappears when it gets outside of Sora's En range while he's not in Blue Drop, but it doesn't disappear outside of that, even if he sleeps. All of his skills improve while in Blue Drop, and he can't use Blue Blast outside of it.

Re: Hunter x Hunter RPG: Sign-up & Discussion

- For my age choice, I choose it because I know how hard it is to train with nen categories beyond those close to your main hatsu.

That sounds like you trying to legitimise an over-powered technique. Either way it already implies that your character is far stronger/more experienced than the other players'. This would be deeply unfair, so I'm not going to allow it.

It's not impossible to attain levels on them (as I think you believe it to be), but it's time consuming. To see that it's possible to someone to use manipulation and materialization even though he is reinforcement, see Kastro's Double ability (can't really find what chapter it is that Wing explains he is using a complex multi-type hatsu in order for it to work, though <_<).Yep, and as a result, Kastro's ability is 60% the strength it would have been if he were Conjuration type. It was a result of this innate limitation that he couldn't create a perfect double.

Just think about how the train went for Gon in Greed Island and add manipulation and materialization to it, and you will grasp my idea.
- I think the former point explains the reason I don't specify Chris's secondary nen category, but if this should be pointed out, is it possible for him to not have one prevalent over the other? In other words, his other categories have the default value of acquisition for a reinforcement type, which are 80% for emission and tranformation and 60% for materialization and manipulation, as shown here, in the panel where Kurapika's master shows his acquisition %. Just change the cart to be reinforcement 100% (a thing that may explain why reinforcement types don't have specialization). If it is not, his secondary could be transformation (seens more in tune with the power, over emission that is). The former point doesn't explain him not having a secondary type; you explanation seems to imply he has transcended the 80%/60% limitation. The secondary nen type is the type with a nen user leans towards more out of the two types adjacent to his own (It is explained that Gon's secondary type is Emission. However, it is conceivable that he leans more towards neither Transmutation nor Emission.

- As for the other equipment stuff, I just pointed out 2 things of note that Chris had, I wasn't aware it was a list of things he would be traveling around with. =P It is a list of things people are travelling with.

Seens like I overdid myself with this one, uahuahauahuahua! xD
I see that some of the powers are broken material (mainly the phoenix and the phylactery), but also people is underestimating the restrictions. I'll start my argument showing why this is not poorly restricted (for the majority of the powers, that is), then proceed to explain my reasons behind each power (and the hatsus involved) so you could judge better if they are or not over the max porcentages of acquisition of the nen categories (and what are the best modifications to make it work in your game, Tame), but there is a parenthesis to be made here before I start: Tame argued that there was no relationship between the different cards thematics; well, the theme here cleary is high-fantasy, whose other synonymous are fantastic monsters, mighty heroes (and his magic itens) and mystical powers. I believe this to be more than enough to justify my choices so far, particularly when I tie them to a special cardgame into Chris past, with the same thematics (if you couldn't figure what card game this one is, it's Magic: The Gathering; creative on my part right? =P). While there is have broad theme across all the techniques, in nature the different techniques are far too divergent for one person to create them all. Kite’s Crazy Slots is a comparable ability; he has nine different techniques with a “weapon” theme. However each individual seems to have only one ability and, more importantly, each one’s ability is apprarently singular and very simple. This last point is extremely important as to why I'm not allowing your technique. I'll explain in more detail later.

Let's take a look over my basic inspiration to the main restriction of The Gathering (bet you figured out which it was already): Kaito's Crazy Slot ability. So, what are it's capabilities? Let us see:

Sniping enemies from range (and apparently in a silent and fast way) Given Kite’s Conjuration type it’s unlikely his gun has particularly long range (40% Emission). “Do it as silently and as quickly as possible” is clearly advice on how best to kill, not a commentary on Kite’s ability.

Mass-murdering over an awesome area (and very quickly, just pass the pages and see) I agree this is an awesome and powerful technique, but remember he was using it against the lowest-level Ant mooks. We don’t know how it would fair against a competent nen user. Nevertheless a useful and powerful attack; nothing wrong with that.

Well, in light of those capabilites, what are the restrictions he gave in order to develop his nen? Two, actually: randomness, and the one over Silent Waltz (that I believe apply to all of them) that says he need to use the weapon once before dismissing it (he states it here). As far as the manga goes, very few guys have developed abilities to bring destruction over area (in a fellswop only in Kaito's case, but still). And it's possible to be more than 4 weapons in his list (5, if this staff one is not the ress-related weapon). So, what does it bring to the discussion over The Gathering? Simply, the fact that randomness is a reasonable enough restriction in itself to limit someones power, while providing an decent firepower as a result. I'm not bringing down from here on the ress thing, because the manga has not made it clear what exactly it does (not even if it's really a ress, and the fact that it seens he can call it out when he is in close-to-death situation breaks the random rule, even if he can only bring it here, for this power is only useful in this situation), but alone adding a random effect to your power adds room for some degree of exploitation. In itself this is not to be abused, but it proves one part of my point that the random restriction on The Gathering brings space for it to work. As for why this is a powerful restriction, there are some reasons, but I believe that turning the power consistently unrealiable is a major point in what comes next on my argument (there are others, but this will turn into an beyond-way-more-than-it-already-is epic post if I bring others to the table, so bringing it to here is the best course of action, but it's your call). I agree including a random factor increases the viability of a technique such as Crazy Slots, but two points must be made here:
1) Including Randomisation increases power, naturally (any restriction does) but it's not a free pass to create whatever abilities you want.
2) Randomisation, as a restriction, is made redundant if many or all the techniques are equally useful. Of yours, there are very few that don't give one a huge advantage. If there's a 1/10 chance of getting each ability, and each ability is over-powered then it doesn't matter which you get since there's no chance of getting a bad draw.

An the next thing is the second most important restriction of The Gathering: one time use. It resembles in a way Zitoh's ability, but a bit less restrictive. You said it. So, not only I don't choose what to get, but if I get the wrong option, there's no way back (it's like trying to fight someone's hatsu with only basic/advanced nen techniques in this case). This is really nasty, particularly when the powers backfire (like getting his own nen sealed with the Sphere of Annihilation, to which not even Chris is immune; or Nimb's dice failure), so saying this part in itself is a weak restriction doesn't really seens right, even more so when combined with the random effect. Are the restriction over yet? No, and the third is probably the underrated one: time frames for the technique (only usable in battles, as if all dangerous situations are battle-ones...) and for each card. Some are a little less heavy (Mordekainen's and Urza's sets), while others are a bit harsh (the one usage instant effect from the magic types, which stacks with the ability one-usage-only restriction; yes, I like redundancy xD). This restriction is certainly not that much it seens... until you consider the entire thing so far. Still, this is problably the most in need of rework (aside from the phoenix and phylactery), particularly to reduce the time frame on the critters (yeah, 1 hour is to much =P) and to give one to the Sphere, but it's also not to ignore or take as unsufficient (and it really turns things hard on Chris, for when all is mixed, he still has to take the time in consideration). And it was not even the last restriction, for each card option also may bring one of it's on (some, like the Urza's set, are not that much to need more than the restrictions under which it already works, particularly because of the nen affinity). But those particulars are better discussed on my analisys of each one card (jump to down there shortly after this paragraph if you want to see it all now), but combining everything together actually brings to Chris quite the difficult power to control (consistently with the manga so far, as it's mentionend by Wing or Biske somewhere that using multiple hatsu types to make a technique is very time consuming and turns the ability difficult to use), waaaaaaaayyyyy more than Kaito for example, and I can only mass murder if the Elemental Evocation is strong enough (which I can't determine exactly, as it depends on interpretation of how the damage works in a nen battle, and is also subject to the GM's decision in an RPG enviroment =P).

To picture it all out, let me ilustrate it with a example battle (skip it if bored or overwhelmed by this argument already =P): Hypothetical battles don't form sound arguments. Anyone can justify anything given the right Hypothetical situation; it's just a jumble of ifs and buts.

As a last note regarding the restrictions, people think that in order to acquire a ability of this "level" (which aside from the "ressess", is not that broken), you need to put your life to risk as well (as if the other restrictions weren't enough to balance things out), but as you can see there's no need to put even a decent restriction to totally break the game, just look at Morau's and Hisoka's abilities (too many examples to link out, just seek or remember how things where during the chimera ant's arc and just recently in Hisoka's case). While you can argue that most of it comes from their experience (which is right, of course), the way that their abilites work do not, as the determination of how your ability functions out is determined during the initial stages of the hatsu training (as shown during the Greed Island arc). If even that doesn't convice you in the least, please make a counter argument, and I promise I'll not answer it with an endless wall of text. =

[b]The reason Morel and Hisoka's Hatsu are so useful/powerful is not the same reason that your Hatsu is over-powered. Their Hatsu are so useful/powerful is because they use them both in very imaginative and varied ways.

The reason yours is over-powered is because it is many individual techniques joined together by slight thematic resemblance. That is not the case with Morel and Hisoka. They use one technique each (two if you include Hisoka's Deceitful Texture) but simply apply that technique in many different ways. Similary, Killua's one and only Hatsu ability is to Transmute his nen into electricity, which he then uses for different effects (close-range stun, mid-range lightning bolt, Kanmaru and any other uses he might come up with in the future).

I will spoiler each one, specifying the types involved, and than discuss his description and restrictions, as well as any modification I believe should be made (even though I stated before the power is not over-anti-over, it needs some changes). Bringing the deck to life is a combination of materialization and manipulation (see the power description, initial part, for what are the basic conditions and restrictions of the deck).Mordekainen, the Knight(Transformation/Manipulation)

For those who don't know, this is Mordekainen. And no, he is not a Knight, but his two option's are inspired on spells from the game D&D. I also forgot to say that the swords are actually aura shaped ones, only that the Black Sword of Disaster is pitch-black in color (figure why? =P). The idea of this ability is to give Chris a way to control his exposure to dangerous nen whitout putting himself to risk, by paying the cost of the technique the other guy used (a situation equivalent to receive the attack head on and mitigate it with nen, but removing the risk of exposure to nasty effects). In other words, on top of all restrictions, this one here consumes even more nen as the fight drags on, and if the attacks or effects are too poweful (making it better to avoid if possible) or to inefficient (they cost to much and generate an effect not all that dangerous), odds are Chris will just exhaust himself before he could do something (note that he doesn't control what will be dissipated/destroyed, it just needs to qualify and make contact, a point that could be used against him). The fact that Chris might exhaust himself doesn't limit this ability's power; the amount nen consumed each time he uses the sword is also being consumed by his opponent so he'll exhaust himself at the same rate he does.

Also, those swords have odd target restrictions, that also play a role in their usefulness/restrictiveness (one is harmless to the living, and the other cannot bypass even the thinnest amount of unliving material, like a piece of cloth). But they both work against nen, which is far, far and away your biggest threat.
If the opponent doesn't know it doesn't work against non-living things then they won't know to hit the sword with some cloth.

Also, unlike the Sphere, they do not seal away nen, they just make it "secure to touch it", but it's my fault to have worded that poorly on the original text (I wasn't meaning to use Mordekainen's Sword to seal someones nen totally by just hitting it, but to dissipate pontential buffers on an enemy or detterents on Chris; the Black Sword is better cleared now I believe). Not really; this is still hard to understand. I didn't think that the sword did seal someone's nen completely, just that it seals the nen from individual attacks. This explanation still sounds to me like doing just that (still over-powered; "Jajanken! Huh, my attack disappeared?!")

the other two sealers we see in the manga (Knuckle and Shoot) have way more effective ways of shutting someone's power down, and with really low restrictions (Knuckle with a hit and a time frame, Shoot with pure damage; and it even capture the target in the end). So compared to those two, I don't think this one is overpowered really.

Shoot's sealing ability, I'll grant you, is powerful, but he can only seal small parts of the body at a time, which I suppose is the restriction that makes it work.

Kunckle's, however, has far greater restrictions than your sword;
1) the time it takes to seal someone's nen depends on how much nen they have.
2) the technique also only works within 100m.
2) the target has the opportunity to pay back the interest.

Acererak is an almighty lich again from the D&D world. His two powers come from classical items of the setting. The idea behind this power is to give Chris tools to overcome dangerous situations (an death blow mainly), which stacks with the idea of "live-forever" a lich passes down. As I have admitted before, this may had been to much with the phylactery, but it's easily to rework it (just make it teleport Chris out of harms way when an attack could kill him, destroying it in the process; and just to make things clear, this item includes manipulation on it, so Chris cannot be controlled by another while wearing it. It's important to remember this). As for the Sphere, shutting down someone's aura is not that condition-heavy (see my final comment on Mordekainen's set), but if balance is an issue I may as well restrict it with two shorter time frames: nen will be sealed by the duration of the fight (not pointless when you realize this technique is not designed to only seal someone elses nen, but a potentially deadly attack) and the sphere remain only for 1 minute (which forces a better usage). Also, let me remind you Chris is not immune to it's effects, which is a backfire on it's own. I think this pretty much patches things up there (if there's trouble with the Sphere after my arguments), but if you think it's still not enough, point it out. ^^

It still prevents a much stronger opponent doing any damage to you while you escape. And 10 minutes is a huge amount of time for complete destruction of all nen.

First things first: who is Erza, Tame? xD A character from Fairy Tail who summons different suits of armour each with different effects.

Actually, Urza is an iconical character from Magic: The Gathering. I'm not sure about the materialization part here, mainly on the armor (it's not supposed to be an interactive item, which means it couldn't be stealed or removed). The idea behind this one is to support Chris with two key battle-features: Ken and mobility. I don't think there is any problem at all with this one, and it's self-explanatory, so let's move out.

Mishra is Urza's brother, and though I don't really know the details about him, I knew he was a mage of sorts... <_<
Also, his two equipments came from D&D (again): The Bastion is actually a place where lost souls rest, and the Staff is an iconic item. The idea behind this power is to provide Chris with decisive abilities to win a fight, sort of the thing you don't see other enhancers doing much (they usually focus on just doing damage, but damage itself doesn't grant a win). This set is sort of pointless to use against someone trully weak, and the seemingly broken one, the Bastion, is extremely difficult to pull (gotta now the targets name and nen type, along with hitting him; knowing someones nen type for sure alone is critically difficult, just look at my power >_>), and other people's manipulation techniques shown so far in the manga requires basically very simple conditions to work: Binooruto just need a piece of hair from someone to know everything about him; Shalnark's and the ant he was fighting just need to fix an certain item on the target to win a fight by taking total control of the enemy.

If you break someone's will you've beaten them; they won't fight anymore. The fact that it "only" breaks their will for an hour is neither here nor there.
Breaking someone's will would require huge conditions. Knowing someone's name is not that difficult; half the time in HxH they're fighting people whos names they know. As to Hatsu type 8 or 9 times out of ten it'll be ovbvious once they've shown their Hatsu. Using your own case isn't a good argument since your ability wouldn't work in the HxH universe.
Binooruto's ability has far weaker; knowing information about someone doesn't give you an inherent advantage over them in a fight.

The last case has another limitations (mainly, number of items and the fact that if they lose them there's no guarantee they can make another), but still restrictions here are very simple in order to achieve something as winning a battle without effort. I don't understand what you're referring to here.

Of course, this nen being the most distant one for Chris (alongside materialization) may make you don't agree with it being possible to pull, but the already set up rules and his training make up for that as I see it; if even so if this is not enough, it's a matter of changing the effect more than not being able to use the technique (something like inducing fear or despair for example; just keeping with the thematic). The Staff is simpler, pays for itself, but if even it is ruled out the way it is, it's again just a matter of changing the advantage here (granting teleportation on line of sight seens ok; mobility in a fight is a must). Anything else here? x]

Do I need to introduce the phoenix? xD
Okay, broken one ahead. The idea was to have a partner able to increase survivability (redundancy? me? xD), while removing an hatsu type (like all the other creature-type cards; don't know how Chris could use transformation in a battle, though, so maybe it's not that much a restriction in this case); and this one is again easily reworked: Chris could just change places with it at will (hilarious when combined with a charge-attack =P). If this doesn't solve the problem (changing places is broken in any way? Goreinu didn't had any restriction to change someone else's with his black goreinu) being able to really make it an nen-creature which Chris could mount is enough. Lower than that is impractical, seriously. :/

Removing Transmutation is neither here nor there; you're not going to be doing any Transmuting anyway.
Powerful flames that you're magically immune to require heavy restrictions. In fact, it implies that one can't be immune to one's own Transmuted nen (it's not like the nen can consciously choose what to affect and what not to affect).
Switching places is fine; just like Goreinu's.
Instantly healing you? Not fine.
The fact that a technique would be impractical doesn't mean it's possible. It would be impractical for a Conjurer to summon a second Moon, doesn't mean he could do it.

The classical chimera from D&D, not the ants. =P
The idea here is to use the restrictions inherently, plus the hatsu-lock, to create a bulky creature that could help me beat someone with a better defense than my enhancement could damage. Not controlling it is just to make sure that this could be achieved (Chris can only determine the thing not to be hitted; this one here is debatable but I don't see much reason for it myself). Also, cutting off my reinforcement hatsu is already quite a stiff restriction, and while this one may not seen as enough to bring a "powerful chimera" to live, it being a flying fortress of rampage which spits flame is already an awesomeover-powered enough for ability (the "being more damaging" part could be reworked as "just as powerful"; Chris just needs to work more for it to be effective). Any other thoughts?

The Noble Couatl(and yes, I spelled it wrong before <_<)(Emission/Transformation)

Well, for those who don't know, this is a Couatl as D&D says so. While the original creature is a powerful mage in it's own, this one here is made as a kind of surveillance to help Chris overcome ellusive foes (or just a hiding/running bastard). I have confirmed it to be beyond the range of the basic hatsu categories in the hatsu thread, so the change goes as this: instead of reading minds and getting a grasp of the targets nen powers, it'll only make an analysis of the enemy by reading his aura (quite like a pro does so himself). The difference here is that Chris gets a second opinion, making it difficult to fool him (or not; the creature's intelligence is attached to the power behind it, so depending on how someone reads it, it could be very intelligent or not; I'm with the former, so you know). It's also an difficult to reach radar of sorts, but it negates Chris ability to attack from a range (again, a stiff restriction). As it is right now, this one is ok, but if you still disagree, point it out.

I actually like this technique quite a bit. On its own I think it stands up as a good Hatsu.

This power comes from two goddesses of the Forgotten Realms campaign setting from D&D (Selûne, goddess of the moon, and Shar, goddess of darkness). This one works behind the same idea from the Mishra's set (namely: providing Chris with an key to win). The restrictions over the healing part are quite ok so far (it's part of the reinforcements range of abilites anyway), but if this is not enough, damage aquired from the current battle already make it more restricted (also be reminded that there's another random effect under the basic random effect working here; again redundancy). Well, Shar's side of the effect may be a little more difficult to achieve as it was (no way of resisting, even though you could sense by using en for example), but I believe this change could set things right: it'll instead generates an area of total darkness where only Chris can see (someone could still use en or an nen power to bypass it, but nothing is perfect). This way I believe things turn ok here as well.

The healing... maybe... I'm not sure; doing it instantaneously is impossible. Healing everyone within your En? It would require a huge amount of control and a lot of nen if there was ever two people within your En with reasonable injuries.

This magic power is the classical D&D (and problably any other fantasy setting) way of mages showing off (and raining arcane destruction, of course =P). The randomness here guarantee that Chris don't control the area of effect (which is important, as some may not actually make things easy to hit), and is the only truly "reliable" way off hitting things from afar. Too bad, one use only. For what has been shown so far, is there really a problem with this one? I don't see one myself.

The problem here is that you'd have to master Transmutation of lightning, ice and fire. This links to the wider problem of your technique that I'll come to soon.

Nimb is the god of Chaos and Luck from the fantasy RPG setting Tormenta (there's no source besides this one in portuguese, sorry if this bothers anyone ._.'), who also had an artifact called the wild dice (which inspires the manisfetation of the ability ^^). This ability is closed tied with the others (is it bronken in itself? o.õ?), and is quite the double-edge sword. There's no way to subvert the dice roll, threating situations make call for other less unreliable choices (except if this a really lose-lose situation for Chris; this case asks really for a lucky dice to make a miracle), and it even sets down the duration of the other cards choosen (though not from effects generated by them, as I may not have been clear about before). Also, double random and with a greater chance of backlash (low number? bye bye The Gathering for 24 hours :/) than success. Overpowered? Where?

I guess this one's okay because it's a desparate throw. However, it only works within the context of the rest of the Hatsu and, since the rest of the Hatsu is over-powered, it kinda loses its place.

The idea of making a high-risk roll for some possible benefit is, however, one I like.

My main problem is not with your Hatsu's individial abilities. If you posted any single one of them as your Hatsu then I wouldn't necessarily allow it, but we could work on lowering their power so that they're at a level that I would allow. Nor do I have any problem with you using many different types of nen. Personally I wouldn't advise it, but it's your call, provided you are aware that techniques that rely on types besides your primary one will be proportionally weaker.

My biggest problem is, as I said before, that you do so damn many different things all under the label of a single Hatsu. To list them:

Conjuration of playing cards
Nen ability suppression
Nen attack suppression
Conjuration of a nen "black hole" which absorbs/negates/dissipates nen
Instant resurrection
Conjuration of a suit of armour with Enhancing properties
Conjuration of wings that grant flight
Conuration of a staff
Will-breaking
Transmuting/Emitting a flying nen beast
Fire Transmutation
Teleportation
Instant Healing
Transmuting/Emitting another flying nen beast
Poison Transmutation
Transmuting/Emitting a third flying nen beast
More instant healing, this time to both you and those around you
Lightning Transmutation
Ice Transmutation
Immunity to the adverse effects of one's one techniques

It can take months or even years for someone to develop one technique, let alone master it. And if someone has more than one ability, then they are usually closely related in some way.

Either that or the different techniques are themselves relatively simple.

For example, Kurapika's five chains each have a different effect. Of the four we know, two could be said to be his main abilities (Chain Jail and Judgement Chains). One involves simple Enhancement (Holy Chain) and the other's technique is simple too (Dowsing Chain), though I'll allow that it's detection abilities slightly diverge from the rest of his abilities. We can put it down to his incredible resolve to fight the Spiders.

In the case of Crazy Slots, I'll repeat what I said earlier; each one we've seen has had one simple ability, and the rest we can't comment on.

Many of your different techniques are complex individually. When taken together, the Hatsu goes beyond the limits of anyone who hasn't spent, in my opinion, decades completing it. If you still want to join this RPG then it must be weakened considerably. I don't mean placing harsher restrictions or limitations, I mean either removing large parts of it or vastly simplifying it. Until you've done one or both I have no further comments on your ability.

The other problem I have with your character is that, in order to justify such a complex Hatsu you've described his power and experience as being much higher than that of the other players'. I repeat, this is unfair and I won't allow it.

Zvane: Sorry for misreading your ability, thanks for clearing it up!

Hunter: Thanks for the extra info!

thatguy: lol, a slightly confusing explanation, but I understand now. There won't be a hunter exam arc, so change him to a licensed hunter if you wish.

Sora seems to just be a Kingdom Hearts rip-off right now. I'd like you to change him somewhat before I'll accept him; his name, his appearance, his personality are all identical. Even Mickey's there. Please alter some of these so that he's more of an individual character.

Quote:

Hatsu
Name: Blue Drop
Type(s): Reinforcement (native), Don't really see how it's Reinforcement? Transformation, Specialization (allows him to use Materialization and Emission with 100% accuracy and potency, details below)
Details: Sora, for unknown reasons (though it's probable it was because of the orb he touched), has been able to develop 2 different colors of aura: his regular one, and a deep blue one. He can activate his blue one at will, and it activates his Specialization aura, but it greatly tires him after he cancels it, and he can't re-activate it until at least 3 hours have passed. Actually, he can activate it before the 3 hours, but he has the conviction that he shouldn't do that, because he feels it's stronger when he's fully recovered. His background doesn't really explain how he can have a secondary Specialisation form. Clearly it's inspired by Kurapika, though I think Kurapika's Emporer Time mode is only possible due to
a) him being Conjuration (one type away from Specialisation; could therefore also be done if he was a Manipulator). Though this point is somewhat speculative.
b) his scarlet eyes, an inherent condition of his people.

Moreover, his Specialisation ability (100% efficiency in all nen types) is only possible because of his grudge against the Spiders. I don't think someone else would be able to recreate the same ability (100% efficiency in types besides their own without strict conditions/restrictions.

With his blue aura activated, he can summon or dismiss at will his Blue Wave, a sword-like weapon that has a blade that is similar to water in appearance, and is cold due to his Transformation.

Blue Blast: He can shoot those from his Blue Wave, the Blue Blasts are nothing more than cold (due to his transformation) ball-shaped aura bullets. They're not cold enough to freeze, but they're certainly cold enough toslow down and disturb the opponent if he takes too many, so it's not too safe to tank them. Due to them being not that strong, he can shoot a lot of them in rapid succession, and the balls themselves are quite fast. Cool ability. Hey look, I made a funny. :P

Blue Board: By transforming his aura in ice, he can create an ice board for him to surf on, and, since he can manipulate the temperature of the ice, he uses ice hot enough to turn into water so he can push himself forward with the strenght of the water. The ice board is about as big as 1/5 of his En reach (as of now, his En is 6 meters big, so the ice board is 1.2 meters). Other people can surf on the board, but it makes the ability to take more aura to mantain, unless the other people focus aura on their feet too. Pouring aura into their feet doesn't increase the speed, though.

A couple of points: what stops him slipping from the board? Does he Transmute his nen so that his feet are encased in nen, thereby strapping him to the board?

The part about using ice hot enough to turn into water is confusing; how does turning the ice back into water propel the board forward?

Absolute Zero: His favorite (and most powerful) skill. He focuses all his aura into his Blue Wave, thus greatly increasing it's strenght. It also has cold properties due to Blue Wave's nature, but that will be the least of the worries considering it's strenght. He likes yelling it's name when the attack connects. This part's fine. Basically using Ko on Blue Wave, right?

Mostly your character and ability are fine. As far as alterations go I think changing his name, Mickey's name, Mickey's appearance and making it so that, in-game, he doesn't behave exactly like KH's Sora, are enough.

I'm also not comfortable with the part about the blue orb "entering into him" and granting him hidden nen powers. I don't feel it really fits within anything we've seen in HxH. Nor do I think your character really needs it. There's nothing wrong with him having learnt nen normally.

As to your ability, as I said before, I don't think his background and restrictions justify his alternative Specialisation mode.

Why not make him primarily a Transmuter or Conjurer who can use Blue Drop at any time? He Conjures Blue Wave and uses Transmutation to lower its temperature. This doesn't interfere with Blue Board or Absolute Zero though, granted Blue Blast will be weaker.

Wow, this post's taken me three and a half hours so far lol. My brain feels like it's falling apart like a wet cake.

I've come up with basic outlines for a few more Hunts, again, some more thought-out at the moment than others. Let me know what you think.

-Several Hunters have recently turned up dead. The enigmatic killer has left his calling card. Join the investigation to locate and apprehend him.
-Join the archaeological expedition to uncover the secrets of a recently-discovered tomb (reworking of the Depth Tower hunt).
-A virilant disease has broken out in a small community. While doctors work on antidote, find the source of the infection? Seal off the country's borders? Haven't decided yet lol, maybe something else instead.

Also, I've thought out the background for the Hostage Rescue, and I'm quite pleased with it. It's changed again, so this time the information the hostage holds is proof of the corruption of a particular businessman.

In more detail: the CEO of a very powerful corporation has recently died, leaving his company in the hands of the board of directors and the shareholders. In a few days they're going to vote on which of them will become the new president. The three most influential people (all hunters) are vying for control. One of them, the forerunner, is particularly corrupt (arguably evil). Proof of his corruption is in the hands of the Hunter who has been captured (by minions of the afore-mentioned corrupt businessman).

If that proof were to come to light, the backlash of public opinion against him would be great enough to ruin his chances of becoming president. Your characters are hired by one of the other directors (another of the three Hunters) to either rescue the Hunter with the crucial information or retrace his steps and rediscover the proof for yourselves.

So there's the background; I'll continue to work on the details of the Hunt itself, as all the others.

Re: Hunter x Hunter RPG: Sign-up & Discussion

Ok, as promissed, no wall of text this time =P
I'll just jump directly to what may turn this character viable (avoiding an endless discussion on how things work): Reducing his age to the time he passed the hunter exam (20) and having only 3 of the 10 cards developed (Urza's set, Phoenix critter, Nimb's dice). Your thoughts Tame.
As for my own preference for a hunt, using the actual time frame of Chris, it would be either the bodyguard or rescue (those take less to work and/or make it possible to take a time to train).
Also, I have seen some of your posts on the hatsu thread. Can't believe you didn't made any scenario with those crazy circus guys. Thereby I ask you to make one, particularly cause I think the weirdness involved is in touch with this setting =D

Re: Hunter x Hunter RPG: Sign-up & Discussion

Appearance: Has light brown skin with very short yet spikey hair, wears a blue jacket with a black shirt underneath jeans and sports Brown and black travel boots

Personality: A boy who simply wants to find an adventure in life and feels that being a hunter would help fulfill his desire. He’s something of a jokester and speaks sarcastically most of the time, causing people to sometimes wonder what he hell he’s actually thinking, but it is apparent he upholds a strong moral code about people he considers a friend of ally. despite that however he can sometimes come off as an ass if he does something that dosn't effect his code, which is one of the things people chatise him for.

Background/History: He grew up in a pretty poor and run down place, constantly labeled as living garbage by nobles and people who had money. The only joy he had was a little girl his age who was a close friend of his and as he claimed was” too optimistic for her own good.” Turns out he wasn’t far from the truth, when they were 8 she childishly tried to help a injured wild animal in the rain. Not only did she get a cold, but the creature was carrying a disease that needed serious medical treatment for, which of course they had no money for so she was on a deathbed. Denis tired everything he could even stole medicine from a pharmacy, but it did little to no good. He would have been a depressed wreck, but his friend gave him her final words: “Denis, I had fun. Now I want you to promise me something ok? Promise you’ll have even more fun then I did!” When he agreed she smiled and passed. Denis snuck into libraries did research and found out about the hunter association and decided to join due to all of the perks. He waited until he was sure he could pass and left his home (by freeloading on a ship) and began his journey there to find something worth living for.

Type of Hunter: none in particular, takes any job he can.
Licensed Hunter: YES
If yes, how many years have they had their license?: 1 year
Primary Nen Type: Emission
Secondary Nen Type: Manipulator/transmuter
Strongest Advanced Nen Technique: ryu
Weakest Advanced Nen Technique: en
Weapons: Hunter knife, used mostly for hunting wild animals though
Other Equipment and Personal Belongings: A backpack, slingshot, Hunter knife, utility muti tool, a locket with a picture of his deceased friend and her words to him.

Hatsu
Name: Bubble
Type(s): Emmision, Manipulation, transmuter
Details: He can create on of 3 types of ‘bubbles’ of aura.
1st : ‘shift bubble’ : Using both emission and manipulation types He creates a blue bubble that intraps a object and move it around the air. It can only levitate and carry inanimate objects; humans, animals and etc. are not affected. Restrictions have been placed to help enhance the use of the ability when called.
2nd : ‘Burst bubble’: creates a red bubble that deploys his nen energy one it is touched. Since this mostly uses emission he can create more than one, but no more than 10 due to the transmuter use of acting like a bubble. He can also control how powerful the blasts the bubble gives off are.
3rd : ‘Cushion bubble’: creates a bubble to save himself from any long falls or dangerous objects, once used however it instantly deflates thus ending the use.

Restrictions: Shift bubble can only effect inanimate objects, humans will not be effected. Only one bubble can be made and it can only hold one object. The object in question cannot supersede a large height or a enormous weight. Can only use 3 times in battle, usage doubles outside of battle. Boom bubble can only create up to ten bubbles at a time, the number shifts depending on the size or quantity of nen. Cusion bubble immediately enters a slow state of deactivation after use (like a air bag or something). No two types of bubbles can be out at the same time.

Commentary: On his nen abilities he has a good five years under his belt from training since he was ten, He's able to produce a hatsu but does believe he can imporve.

His shift bubble was the first techniqe he had in mind, but after developing it and placing the restrictions he did, he opted to keep it as a secret surpise techniqe. He can move the bubble for a great distance around him and it moves the fastest out of all his bubbles, also, if a person is holding onto a object, he can use it on that object and send the person flying as well.

His burst bubble is the second techniqe he came up with but uses this more frequently. The bubbles don't move as fast as the shift bubble, but he can still control their movements. He mostly uses this to trip up his target by having them be blown around the room and then strking with a pyhsical attack. If the opponent is strong, he starts trying to trick the opponent into popping a bubble capablie of giving injuries. another trick he does with this is if while he's in the air, he creates a few low level bubbles under him, and pops it with his feet allowing him to jump and move through the air. In fights he either, A. sets up a trap using the bubbles and then strikes once the opponent is both pysically and mentally strained, or B uses the bubbles in a manner where he makes one between him and the enemey and pops it himself causing the enemy to fly away or into a more powerful bubble.

His Cushion bubble was the last techniqe he came up with after trying to use burst bubble to save himself once and only getting even more hurt later. this is mostly used for saving himself or others falls, but in a unorthidox circumstance he can use it to block a psycical attack from his opponent, have them be tangled for a bit as its deflating and attack himself.

I think I'd like to start on the hostage hunt and I really liked the roc idea, but I assume that ones dead XD

Re: Hunter x Hunter RPG: Sign-up & Discussion

I was kinda expecting you would refuse Sora :P. It was just because I really enjoy his character design, and overall I'm not really good into designing characters, so I just thought "Why not?". By the time I finished, I thought "I'm sure he's going to refuse this... oh well, at least I'll get some feedback on the Hatsu". Well, I already got an alternate design in mind now, so I'm not sure if I keep it or change it to what I got in mind. And about the personality thing, don't worry, he's not acting like KH's Sora.

About the "blue orb" thing, you're right in that it was roughly inspired by Kurapika, but his mode is not exactly what I was going for here. I was going more for something like Senritsu's story, where she acquired her super-hearing from, so I thought it wasn't too far-fetched. It's been shown that it's possible to get Nen-abilities by ways other than training, though granted, they seem quite rare. I didn't say Blue Drop granted 100% on everything like Emperor Time, it's only on Emission and Materialization. I wanted to make him unique, Enhancers are the hardest ones to be Specialists, and since it's been said that Specialization can be gotten later in life and it was never shown exactly how, I thought it would make an interesting back-story.

The Reinforcement on the Hatsu is used primarily in the "Absolute Zero", since his primary type is Reinforcement. And on the Blue Board, aura is being used to propulse the water, and he doesn't fall because the ice aura freezes the feet of the user and of anyone who steps in it, though if the user or if any people riding on it want to get off, they just have to want to, and the ice releases them. Sorry for making that unclear.

Mostly, I made the Specialization thing because I wanted him to be a Enhancer, and it would be pretty unbeliavable to summon and un-summon a sword at will easily if you're a Enhancer. I didn't really want to make him Conjurer or Transmuter because: A)I wanted to make him primarily a swordsman, a melee specialist, and Conjurers were shown as crappy close combatants, while not many Transmuters focus primarily on melee; B) Neither Conjurer's or Transmuter's personalities fit his personality. Granted, that's not mandatory; and C) I think Blue Blast is too OP for a Conjurer or Transmuter to use. Not even Enhancers, the closest ones besides Manipulator to Emitter, were shown to rapid fire aura blasts, specially not transformation-infused aura blasts. I imagine a Conjurer or Transmuter, at most, would be able to make some Hadouken-like attack or something. I don't want to end up like another Kastro :P.If I absolutely have to, though, I guess I can change the primary type to Transmuter.

Also, I think it wouldn't make too much sense you have to enter into a different "mode" to do something, aside from the Specialization explanation. It make would make even less sense on how exactly one would enter a mode that does nothing besides letting you use your abilities, . I just see it as a restriction that is not good enough to get a good boost, and isn't bad enough to restrict you in any way. It just seems... unnecessary.

Re: Hunter x Hunter RPG: Sign-up & Discussion

I was kinda expecting you would refuse Sora :P. It was just because I really enjoy his character design, and overall I'm not really good into designing characters, so I just thought "Why not?". By the time I finished, I thought "I'm sure he's going to refuse this... oh well, at least I'll get some feedback on the Hatsu". Well, I already got an alternate design in mind now, so I'm not sure if I keep it or change it to what I got in mind. And about the personality thing, don't worry, he's not acting like KH's Sora.

About the "blue orb" thing, you're right in that it was roughly inspired by Kurapika, but his mode is not exactly what I was going for here. I was going more for something like Senritsu's story, where she acquired her super-hearing from, so I thought it wasn't too far-fetched. It's been shown that it's possible to get Nen-abilities by ways other than training, though granted, they seem quite rare. I didn't say Blue Drop granted 100% on everything like Emperor Time, it's only on Emission and Materialization. I wanted to make him unique, Enhancers are the hardest ones to be Specialists, and since it's been said that Specialization can be gotten later in life and it was never shown exactly how, I thought it would make an interesting back-story.

The Reinforcement on the Hatsu is used primarily in the "Absolute Zero", since his primary type is Reinforcement. And on the Blue Board, aura is being used to propulse the water, and he doesn't fall because the ice aura freezes the feet of the user and of anyone who steps in it, though if the user or if any people riding on it want to get off, they just have to want to, and the ice releases them. Sorry for making that unclear.

Mostly, I made the Specialization thing because I wanted him to be a Enhancer, and it would be pretty unbeliavable to summon and un-summon a sword at will easily if you're a Enhancer. I didn't really want to make him Conjurer or Transmuter because: A)I wanted to make him primarily a swordsman, a melee specialist, and Conjurers were shown as crappy close combatants, while not many Transmuters focus primarily on melee; B) Neither Conjurer's or Transmuter's personalities fit his personality. Granted, that's not mandatory; and C) I think Blue Blast is too OP for a Conjurer or Transmuter to use. Not even Enhancers, the closest ones besides Manipulator to Emitter, were shown to rapid fire aura blasts, specially not transformation-infused aura blasts. I imagine a Conjurer or Transmuter, at most, would be able to make some Hadouken-like attack or something. I don't want to end up like another Kastro :P.If I absolutely have to, though, I guess I can change the primary type to Transmuter.

Also, I think it wouldn't make too much sense you have to enter into a different "mode" to do something, aside from the Specialization explanation. It make would make even less sense on how exactly one would enter a mode that does nothing besides letting you use your abilities, . I just see it as a restriction that is not good enough to get a good boost, and isn't bad enough to restrict you in any way. It just seems... unnecessary.

Uhm....if I remember correctly, Reinforment type of Nen (and every other besides conjuration and manipulation) have a 0% at Specialization (which means they can't use any kind of Specialization Nen)...when they say that one can become a Specialist later in life, I think they are refering to both conjurers and manipulators.

Re: Hunter x Hunter RPG: Sign-up & Discussion

Hatsu
Name: Blue Drop
Type(s): Reinforcement (native), Transformation, Specialization (allows him to use Materialization and Emission with 100% accuracy and potency, details below)
Details: Sora, for unknown reasons (though it's probable it was because of the orb he touched), has been able to develop 2 different colors of aura: his regular one, and a deep blue one. He can activate his blue one at will, and it activates his Specialization aura, but it greatly tires him after he cancels it, and he can't re-activate it until at least 3 hours have passed. Actually, he can activate it before the 3 hours, but he has the conviction that he shouldn't do that, because he feels it's stronger when he's fully recovered.

With his blue aura activated, he can summon or dismiss at will his Blue Wave, a sword-like weapon that has a blade that is similar to water in appearance, and is cold due to his Transformation.

Blue Blast: He can shoot those from his Blue Wave, the Blue Blasts are nothing more than cold (due to his transformation) ball-shaped aura bullets. They're not cold enough to freeze, but they're certainly cold enough toslow down and disturb the opponent if he takes too many, so it's not too safe to tank them. Due to them being not that strong, he can shoot a lot of them in rapid succession, and the balls themselves are quite fast.

Blue Board: By transforming his aura in ice, he can create an ice board for him to surf on, and, since he can manipulate the temperature of the ice, he uses ice hot enough to turn into water so he can push himself forward with the strenght of the water. The ice board is about as big as 1/5 of his En reach (as of now, his En is 6 meters big, so the ice board is 1.2 meters). Other people can surf on the board, but it makes the ability to take more aura to mantain, unless the other people focus aura on their feet too. Pouring aura into their feet doesn't increase the speed, though.

Absolute Zero: His favorite (and most powerful) skill. He focuses all his aura into his Blue Wave, thus greatly increasing it's strenght. It also has cold properties due to Blue Wave's nature, but that will be the least of the worries considering it's strenght. He likes yelling it's name when the attack connects.

Commentary: When Blue Wave is materialized, the sheath is also materialized. The sheath is what keeps the weapon cold when Sora is not in Blue Drop, and it gradually increases it's temperature until it's room temperature when he's outside of Blue Drop and it's out of the sheath. Sora likes hiding Blue Wave with In, but that only serves as an preemptive strike if anything, since he obviously can't use In while fighting with the sword. He is fairly skilled at melee even without Blue Wave, because he's Reinforcement, but his real skill is in the sword-fighting. He can't summon or dismiss Blue Wave when he's not in Blue Drop, and Blue Wave disappears when it gets outside of Sora's En range while he's not in Blue Drop, but it doesn't disappear outside of that, even if he sleeps. All of his skills improve while in Blue Drop, and he can't use Blue Blast outside of it

Really like the ability, but the specialization makes it a bit over the top. It would totally be doable from a Transformation standpoint (with materialization as a secondary). You have the materialized sword that has subzero properties, and then your aura can also have the properties of extreme cold (which allows you to mess with temperature of things). By adding the emission, you are taking away the inherent weakness of materialization and transformation users (range). If materialization/transformation had a big range, then there is a huge imbalance in the types. It's a great ability, but adding the emission (especially via specialization) just seems like too much.